I'm researching text rendering techniques for 3D applications, and I'm having a hard time finding information on the topic. Do you know of any other methods of text rendering that are actually used in ...

Working with type for Unity mobile apps:
I'm struggling to figure out how to work with type when developing / publishing a unity mobile app. Here's my thought process, this isn't my question but if ...

I'm developing a game using LibGDX and in a part it has a pretty complex UI for profile selection and stuff. I have some general problems.
I'd like to know good practices when generate good looking ...

I am writing some code to display text using a bitmap font. However, when I run my game to see my results, I am greeted with a blank screen. I changed the texture to pure white to see if it was even ...

While working on projects of mine, I have been finding that it is a huge pain to switch operating systems just to create a simple spritefont when using Monogame. I saw that the Nuclex Framework can ...

I am making a game in unity and I am trying to make a custom font for showing numbers. I created a png with the numbers, turned it into a material and added it to a custom font object. I set up the ...

I'm learning how to use Box2D and Scene2D together. I'm trying to create a Sprite class that combines a Box2D body with a Scene2D actor. Before I can do this I need to set up the environment I plan to ...

I recently noticed that my version of libgdx was way out of date, so I updated from version .9.something to 1.4.1. I copied files for the project I'm working on over into a new project generated with ...

I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with ...

I successfully added my own font to the default .json file and it displays, however I get some weird sizing issues. Specifically when I try to create a Dialog. This is what it looks like: Ignore the ...

yesterday I started working om making custom sized fonts to my game, in game, using FreeTypeFaceGenerator, and yesterday it worked fine, except an exception I was going to handle today. When I loaded ...

So I'm working on a game using LibGDX, and I have a problem.
To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...

Is there a way to "convert" an existing PNG file with the characters' images into a bitmap font? Basically, I want to create a FNT file using an image like this...
...without the access to a TTF file ...

I'm using OpenGLUT functions like glutBitmapString to render sentences and words in a game. However, there is a limited set of fonts to use and I need some bigger size fonts. Is there a way to add new ...

is possible to get the 'Height' of a font drawed with the drawWrapped methods (with a wrapWidth) ?
getMultiLineBounds only works when \n is used, but when drawing with drawWrapped it doesn't give the ...

I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though.
So ...

I'm recoding a retro video game, but because the original resolution is very low, I scale everything up. I render to a renderTarget and render the renderTarget to the target resolution.
I'm using my ...